Magus/Engineer range suggestion.

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ToXoS
Posts: 671

Magus/Engineer range suggestion.

Post#1 » Fri Jun 17, 2016 11:07 pm

Hello everyone.

Today I've played with my magus at a keep defence in TM, and then I've (finally) realized something.

I was unable to hit someone with my changing abilities (Rend winds, SoI, Warping blast, pandemonium, glean magic. I'm not talking about IFOC here, even if it's probably the only decent ranged ability of a changing magus).

I've not played the engineer enough to tell, but I guess the same statement can be done for it.

If I believe the class description, the magus is a RDPS. Some weird RDPS, but RDPS still.

I have a SH level 40 too. With the ranged tactic from quick shootin', I can hit things up to 98 ft.(And that's without the 10% range bonus from the horned squig.) Same goes for SW.

Why? because the range bonus tactic from the path of quick shootin' is a bonus of 50%.
However, the range bonus tactic from path of changing (daemonic reach) is only a bonus of 25% !
Seems unfair? It is.

Let's be honest. For a T4 magus, there is only two viable build: Rift or changing. EVERY T4 magus I've seen are spec in one of these two build. And a rift build is not a very ranged-focused build...

So, that left us with only one decent build for RDPS: Changing. Except that we can't deal damage from range, because every other RDPS hit (and hit us) at 100 ft minimum.

My suggestion is to increase the bonus range from Daemonic Reach from 25% to 50%.

This way MAYBE magi will be able to deal decent ranged damage and be useful at ranged battle.

I will not even talk about the Havoc tree here, I will not know where to start. Too long cast time? Too weak abilities? Useless abilities in RvR?

I really hope that the dev's will read this and understand how a mess it is to try to deal ranged damage without reach.

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Azarael
Posts: 5332

Re: Magus/Engineer range suggestion.

Post#2 » Fri Jun 17, 2016 11:20 pm

Don't obscure Havoc. Change the turrets/daemons to grant differing passive bonuses based on area control. Range path turret should grant increased range.

The concept of Magus/Engineer is not novel - it's static RDPS. Static RDPS should trade mobility for range, while having strong damage.

ToXoS
Posts: 671

Re: Magus/Engineer range suggestion.

Post#3 » Fri Jun 17, 2016 11:55 pm

Sorry to say that, but havoc is useless.
BoC is not as good as IFoC.
PotW disarming effect is stupid (3 sec disarming for a 2 seconds cast...)
The Firestorm is not as good as Dissolving mist.
Mutating blue fire is weak as hell for a 3 seconds cast.
The 4 abilities left are good, but not good enough to spec in Havoc instead of Changing.
Withered soul and Baleful Transmogrification can be cleansed like if it was nothing (and also, fluff damage).
FRF would be good if not that weak.
SVF is only good with the tactic that reduce its cooldown.

I guess you are talking about the change that can be made for the magus, because none of the things you said are real.

Also, magus don't have really ranged or strong damage. or mobility. or anything from what I know.
And it's a pain for me to say that, because I still really love the class.

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Azarael
Posts: 5332

Re: Magus/Engineer range suggestion.

Post#4 » Sat Jun 18, 2016 12:10 am

With respect, if your command of English is not strong enough to allow you to fully understand my posts, it might be better if you did not reply to me.

Your initial suggestion obscures the Havoc tree by giving its only advantage (range) to the Changing tree. The issue should be fixed by fixing both Havoc/Rifleman and by having the career mechanic actually define the class by giving range and damage in exchange for mobility.

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peterthepan3
Posts: 6509

Re: Magus/Engineer range suggestion.

Post#5 » Sat Jun 18, 2016 12:18 am

ToXoS wrote:Sorry to say that, but havoc is useless.
BoC is not as good as IFoC.
PotW disarming effect is stupid (3 sec disarming for a 2 seconds cast...)
The Firestorm is not as good as Dissolving mist.
Mutating blue fire is weak as hell for a 3 seconds cast.
The 4 abilities left are good, but not good enough to spec in Havoc instead of Changing.
Withered soul and Baleful Transmogrification can be cleansed like if it was nothing (and also, fluff damage).
FRF would be good if not that weak.
SVF is only good with the tactic that reduce its cooldown.

I guess you are talking about the change that can be made for the magus, because none of the things you said are real.

Also, magus don't have really ranged or strong damage. or mobility. or anything from what I know.
And it's a pain for me to say that, because I still really love the class.

Changing (on its own) is a useless spec. If you go changing, you go changing to pad your fluff damage numbers. You can't kill anyone with it who is being focused/aware.

You -need- to go Havoc if you wish to provide single target assist.

Bolt of Change > Ifoc for DPS/spike. Ifoc is always used at the end of a burst rotation.
Firestorm is meh, indeed
Crit tactic necessary
Fluff damage? so are all of the magus dots xD


agree with with aza said. got some changes in the back burner just waiting for feedback section to come!
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Renork
Posts: 1208

Re: Magus/Engineer range suggestion.

Post#6 » Sat Jun 18, 2016 12:19 am

ToXoS wrote:Sorry to say that, but havoc is useless.
BoC is not as good as IFoC.
PotW disarming effect is stupid (3 sec disarming for a 2 seconds cast...)
The Firestorm is not as good as Dissolving mist.
Mutating blue fire is weak as hell for a 3 seconds cast.
The 4 abilities left are good, but not good enough to spec in Havoc instead of Changing.
Withered soul and Baleful Transmogrification can be cleansed like if it was nothing (and also, fluff damage).
FRF would be good if not that weak.
SVF is only good with the tactic that reduce its cooldown.

I guess you are talking about the change that can be made for the magus, because none of the things you said are real.

Also, magus don't have really ranged or strong damage. or mobility. or anything from what I know.
And it's a pain for me to say that, because I still really love the class.

Ever heard of synergy? BoC is actually quite wonderful and magus does have very nice ST damage. Just because you don't know how to do it doesn't mean it's not possible. The pet mechanic is garbage of course, but that can easily be fixed. Increase the range on the passive % damage increase that we receive from the pet to 65 ft (in line with "medium" range). Each pet can grant a passive bonus to everyone that stands X feet from it, and slightly increase the damage from all pets (I mean, they are pretty bad). Once more sets are introduced and you are able to achieve higher crit, then you'll see how nice BoC + SOI + SVF are when they all crit.

Edit: Firestorm is also very crappy, yes. No one uses MBF, and the disarm should be 1s with a shorter CD (hi utility).

Irongit
Posts: 33

Re: Magus/Engineer range suggestion.

Post#7 » Sat Jun 18, 2016 12:47 am

It used to be 50% or so i believe, back in live. Not sure why it was nerfed, but id support a buff like that

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Jaycub
Posts: 3130

Re: Magus/Engineer range suggestion.

Post#8 » Sat Jun 18, 2016 1:26 am

Why the hate for changing tree? It's pretty good, only thing is I wish the range tactic was a bit better maybe 33%?

Just like engineer though the "single target" tree is totally let down by the 13 point ability. And the other problems like the pet, and the class struggling to find what it is. Devs on live should of really just redone the classes after the CC immunity patch because I feel like they where hit harder than anyone else by the nerf, and it shows when the balance team literally just gave them 20% free extra damage as a bandaid fix down the line.
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peterthepan3
Posts: 6509

Re: Magus/Engineer range suggestion.

Post#9 » Sat Jun 18, 2016 1:44 am

Irongit wrote:It used to be 50% or so i believe, back in live. Not sure why it was nerfed, but id support a buff like that
Are you sure? I can't recall that ever being the case.
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Renork
Posts: 1208

Re: Magus/Engineer range suggestion.

Post#10 » Sat Jun 18, 2016 2:23 am

peterthepan3 wrote:
Irongit wrote:It used to be 50% or so i believe, back in live. Not sure why it was nerfed, but id support a buff like that
Are you sure? I can't recall that ever being the case.
It was higher than 25%, but that was a LONG time ago. I don't recall the exact %, I don't seem to remember 50%.

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